Wario is so amazed with Brawl+ that he decided to put a suit on! Talk about fancy!
General Overview
First off, let me link you to some threads.
If you are completely new to Wario then this is a good place to start. Yes it is a vBrawl guide but understand that Wario himself has changed so little in B+ that this still applies. This is here to give new Wario players an idea of how his moveset works.
Wario frame data. Due note when looking here that shieldstun as well as hitlag are not the same in B+. However the duration of his moves (as in when hitboxes come out and their lag) remains the same. That is really why this link is here. Want to know what Wario's fastest moves are? Check here.
With that out of the way, onto Brawl+ Wario.
We all know Wario is an unpopular character, but please don't let his looks put you off when considering him as a character to play! As you will hopefully find out, Wario is an amazing character and a fine choice to consider as a main or secondary to cover problem matchups.
PROS
• Heavy
• Floaty
• High mobility
• Difficult to combo
• Good combo game
• Excellent aerial game
• Powerful ground game
• Good recovery
• Very early kill potential
• No truly bad stages
• No guaranteed grab release combos
CONS
• Poor range
• Lack of disjointed hitboxes
• Potentially predictable recovery
• No projectile
• No method to combat projectiles
What should click in your mind is that the benefits of Wario FAR outweigh his disadvantages. For the most part his cons can all be worked around, making his weaknesses much harder to abuse then with other characters. A certain playstyle can lessen a weakness, as well as certain stages.
As I said earlier, Wario really hasn't changed much from vBrawl, and it may be hard to believe but he manages to be even better in Brawl+. Everything that makes him good in vBrawl applies here, and he even gains a good combo game and the removal of guaranteed grab release combos and kills.
"Wario seems too good! Nerf him!" you may say. But he does have weaknesses. He can struggle against characters with good range and disjointed hitboxes. He also cannot directly deal with projectiles which limits him to powershielding, dodging and avoiding them altogether. His recovery can also become quickly predictable if the player lets it; knock him off of his bike and watch him fall to his death. There are plenty of characters out there who can abuse these weaknesses, so it will be up to you to work around them. Projectiles are always going to force Wario to approach. Approaching you say? Sounds like a great place to move to! (and now begins the general strategy area!)
General Strategy
Approaching
The approach. You aren't going to go anywhere with Wario without doing this well!
Wario has no projectile, reflector, and no long range safety move he can use to force an approach. So get used to approaching often. How should one go about this in Brawl+?
• vBrawl style. By this I mean approaching as he would in vBrawl. Using his aerials and high mobility to safely poke the opponent and wait for a reaction. Depending on their reaction is what you do next.
- If they counterattack float backwards outside their range. They will whiff their attack and leave themselves wide open for punishment.
- If they shield you can do a number of things. Either continue to poke their shield, retreat, or land a grab/bite on them.
- If they try to dodge then just wait for their invincibility frames to end and punish or again retreat to reset your positioning.
• Dash attack/crouch canceled options. Crouch canceled options can range from a number of moves such as Dtilt, Ftilt, Fsmash, grabs and etc. As a whole this will not be as effective as his aerial approaches but don't forgo them. As mixups they can prove very effective on an unsuspecting opponent. Wario isn't the fastest grounded character and doesn't have the safety his mobility grants him on the ground. Do not get predictable with these options because they will be punished.
• DACUS (dash attack canceled Up Smash). Again this is really only effective as a mixup. I will go more in depth into DACUS later. For now I will say that this needs to be perfectly spaced to be effective without getting easily punished. It is easy to hit Wario out of his Usmash, so do not rely on this as an approach.
Certainly his best approach option is to use his aerials and mobility, though mixups can be effective if kept as that. Use Wario's movepool to remain unpredictable, and try to vary your approach as often as possible to always keep your opponent guessing. With aerials don't be afraid to fastfall them. Wario suffers low lag overall thanks to ALR (auto lag reduction) on his aerials. Use fastfalled aerials in conjunction with aerials+double jumps to further your unpredictability. The less likely your opponent is to guess your approach the more likely you are to succeed with it.
Comboing
~Will post updated combo section soon. I wanted to at least post what I had finished up to now~
Getting the kill
Another area where Wario excels in. He has reliable kill moves, setups into them, and the ability to kill early on top of all of that.
• The Waft!
The king of all kill moves. The Waft will play MASSIVE mindgames on your opponent without you even needing to do anything. Why? It reliably kills around 70%, and even lower at the edge. What's even scarier is that its much easier to land than moves such as Eruption, PK Flash and Ganon's Utilt. What's the key to killing so early? It is all in the timing. NOTE: These percents are from vBrawl, and may not be as accurate. This is merely to show how timing effects the power!
Charge Level Zero (about 0:00 – 0:17): Trips on Frame 16 (no damage)
Charge Level One (about 0:17 – 0:57): Frame 10
Charge Level Two (about 0:57 – 1:50): Frame 5
Charge Level Three (Full Charge): Frame 9 (Super Armor Frames 5-10)
Knockback:
Charge Time…..Mario KO% (at the center of FD with no DI)
0:56…..………..187 (Useless)
0:58…..………..98
1:00…..………..95
1:05…..………..92
1:10…..………..85
1:15…..………..81
1:20…..………..76
1:25…..………..72
1:30…..………..67
1:35…..………..62
1:40…..………..60
1:45…..………..55
1:50…..………..52
Full…..………....96
Full Charge: from startup of any Waft to Full Charge 1:51.729 seconds
Always keep an eye on the clock during the match. Try to wait until about 1:30 to look for an opening to use the Waft. However if an opening arises at an earlier time don't waste it if you know it will kill. If you cannot land an early Waft then don't fret if you end up with a fully charged Waft. A fully charged Waft doesn't kill as well, but has super armor on release, and does a whopping 42% of damage. The super armor will allow you to hit through the opponents attack, and even if you do not kill them with the Waft the 42% will ensure your next hit does.
• Fsmash.
Wario will charge forward with a shoulder rush. The great thing is that it does exactly what it looks like it should do: Plow through anything. The Fsmash has super armor which when timed correctly allows Wario to go through enemy attacks and hit them regardless of what is in front of him. He can use the super armor to hit through approaches, recoveries, opposing kill moves and etc. The lack of stale moves makes Fsmash even better because it allows Wario to use it in every situation instead of saving it for a kill. To utilize Fsmash even more effectively, use a stutter step Fsmash. Stutter stepping is canceling your initial dash animation into an Fsmash. Simply dash forward and hit the Cstick in the direction you want to Fsmash before your initial dash finishes. This will give Fsmash even more range and really messes with your opponent's spacing. A reliable setup into Fsmash that will always work is a jab canceled Fsmash. Abuse it well
• Uair.
The clap is his chief method of killing off the top, and is another move greatly benefited by the lack of stale moves. He can now use it to rack up damage without worrying about its kill power! If the opponent is above you, the clap is an obvious option. It is predictable and easy to airdodge, so try to bait the airdodge before using Uair. It is also a great option when the opponent is above you on a platform. If they miss a tech on a platform it is a free Uair, so keep that in mind. If they shield the Uair there is a good chance they will fall off the platform due to shield pushback. If they fail to tech after falling off the platform (which many people will) then it becomes a free Fsmash/Waft.
• Ftilt/Fthrow
I grouped these together largely because they kill in a similar manner. They kill at high percents, by the time these kill most opponents should be dead. At the edge you can expect these to kill towards 150%. Ftilt has a lot of range (relative to the rest of Wario's moveset) and use Fthrow in case you ever land a grab at the edge.
• Gimping
Wario's high mobility and his ability to recover from very far offstage makes him an excellent gimper. Generally speaking, three of his aerials are going to see usage for gimping: Fair, Nair and Bair.
- Fair is great because it is quick, and weak. It is great at killing your opponent's momentum and leaving them too far out to recover onstage. It can also link into itself fairly well making Fair walls effective depending on the situation.
- Bair has the most range of Wario's aerials, and packs a fair amount of power. Use Bair to send the opponent far back offstage, or kill them if they are close to the blastzone.
- Nair is fast and has multiple hitboxes to hit with. The first hit packs enough punch to serve a similar role to Bair by sending them out too far to make it back to the stage. The later hitboxes can act like Fair as well.
• "Wariocide"
What's that? Well you commit suicide and hope to take the opponent down with you. This is accomplished by grabbing your opponent with Bite offstage and dragging them down with you. The only time you should EVER do this is at high percents or a stock ahead. This is risky, not guaranteed, but when pulled off right will freak your opponent out. Something I can recommend this for is taking the opponent's momentum and basically starting off with a fresh slate. Are you being dominated on your opening stock? Pull this maneuver off and its like that stock never happened.
General moveset review
Aerial game
Ground game
Specials
Grab game
Ground game
Specials
Grab game
Will be updated soon!
Matchups
Coming to a Wario+ thread near you soon! (Willing to open discussion on any character, just mention if you want to discuss a certain matchup)
Stages
For this to really open up a finalized stage list needs to be decided. Until then, I'll just say this:
Neutrals: Pick Battlefield if possible. Wario has a good platform game and it is easy to abuse here. Wario has no real bad stage, so avoid stages according to characters (ie strike Final Destination against Falco).
CP's: By far his best stage is Brinstar. Wario can easily avoid the hazards, he can safely recover through the main stage, and it forces the opponent into the air where he dominates.
Stages that force the opponent into the air play well to his strengths, so Rainbow Cruise, Norfair, Frigate Orpheon (yeah he likes Metroid stages), and etc. work well. Stages may vary depending on the character, and this will be discussed along with matchups.
Videos
This will be updated soon to include official Plussery (currently 4.1) videos and beta (currently 4.2) videos. It will be much better organized this time
Change log
5-04-2009: Finally worked on the combo section, still needs more work but it's a start
5-09-2009: Added more videos, I need to organize the video section, alphabetical order by opponent and put the players names and that sort of thing. It will happen eventually
7-23-2009: Began the new version of the OP. It isn't finished, but I wanted to at least put up what I had up.